//=============================================================================
//     _   _                               ____                _  _          
//    | | | |  __ _  _ __   _ __   _   _  / ___|  _ __   _ __ (_)| |_   ___ 
//    | |_| | / _` || '_ \ | '_ \ | | | | \___ \ | '_ \ | '__|| || __| / _ \
//    |  _  || (_| || |_) || |_) || |_| |  ___) || |_) || |   | || |_ |  __/
//    |_| |_| \__,_|| .__/ | .__/  \__, | |____/ | .__/ |_|   |_| \__| \___|
//                  |_|    |_|     |___/         |_|                         
//
//                     HappySprite - We make sprites happy
//
// Copyright (c) 2007 by Tank Monkey Games
//
// This library is free software; you can redistribute it and/or
// modify it under the terms of the GNU Lesser General Public
// License as published by the Free Software Foundation; either
// version 2.1 of the License, or (at your option) any later version.
//
// This library is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
// Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public
// License along with this library; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
//=============================================================================

using System;
using System.Collections.Generic;
using System.Text;
using System.Collections.ObjectModel;

namespace HappySprite.Simulation
{
    public class BodyCollection : Collection<Body>
    {
        World owner;
        bool performingUpdate;
        List<Body> pendingAdds = new List<Body>();
        List<Body> pendingRemoves = new List<Body>();

        internal BodyCollection(World owner)
        {
            this.owner = owner;
        }

        protected override void ClearItems()
        {
            foreach (Body item in Items)
                item.AssignOwner(null);

            base.ClearItems();
        }

        protected override void InsertItem(int index, Body item)
        {
            // Check arguments
            if (item == null) throw new ArgumentNullException("item");

            base.InsertItem(index, item);
            item.AssignOwner(owner);
        }

        protected override void RemoveItem(int index)
        {
            Body item = Items[index];
            base.RemoveItem(index);
            item.AssignOwner(null);
        }

        protected override void SetItem(int index, Body item)
        {
            // Check arguments
            if (item == null) throw new ArgumentNullException("item");

            Body old = Items[index];
            base.SetItem(index, item);
            old.AssignOwner(null);
            item.AssignOwner(owner);
        }

        internal bool PerformingUpdate
        {
            get { return performingUpdate; }
            set { performingUpdate = value; }
        }

        internal void Update()
        {
        }
    }
}
